A
spell on a scroll can be used only once. The writing vanishes
from the scroll when the spell is activated. A
scroll is a heavy sheet of fine vellum or high-quality paper.
To protect it from wrinkling or tearing, a scroll is rolled
up from both ends to form a double cylinder. (This also
helps the user unroll the scroll quickly.) The scroll is
placed in a tube of ivory, jade, leather, metal, or wood.
To activate a scroll, a spellcaster must read the spell
written on it. The character must be able to see and read
the writing on the scroll. Activating a scroll spell requires
no material components or focus. (The creator of the scroll
provided these when scribing the scroll.) Activating a scroll
spell is subject to disruption just as casting a normally
prepared spell would be. Using a scroll is like casting
a spell for purposes of arcane spell failure chance.
Scroll,
Web and Spider Climb (caster level 3)
A
spell on a scroll can be used only once. The writing vanishes
from the scroll when the spell is activated. A
scroll is a heavy sheet of fine vellum or high-quality paper.
To protect it from wrinkling or tearing, a scroll is rolled
up from both ends to form a double cylinder. (This also
helps the user unroll the scroll quickly.) The scroll is
placed in a tube of ivory, jade, leather, metal, or wood.
To activate a scroll, a spellcaster must read the spell
written on it. The character must be able to see and read
the writing on the scroll. Activating a scroll spell requires
no material components or focus. (The creator of the scroll
provided these when scribing the scroll.) Activating a scroll
spell is subject to disruption just as casting a normally
prepared spell would be. Using a scroll is like casting
a spell for purposes of arcane spell failure chance.
Scroll,
Protection from Arrows and Chill Touch (caster level 3)
A
spell on a scroll can be used only once. The writing vanishes
from the scroll when the spell is activated. A
scroll is a heavy sheet of fine vellum or high-quality paper.
To protect it from wrinkling or tearing, a scroll is rolled
up from both ends to form a double cylinder. (This also
helps the user unroll the scroll quickly.) The scroll is
placed in a tube of ivory, jade, leather, metal, or wood.
To activate a scroll, a spellcaster must read the spell
written on it. The character must be able to see and read
the writing on the scroll. Activating a scroll spell requires
no material components or focus. (The creator of the scroll
provided these when scribing the scroll.) Activating a scroll
spell is subject to disruption just as casting a normally
prepared spell would be. Using a scroll is like casting
a spell for purposes of arcane spell failure chance.
2
Vials, Holy Water
Holy
water is water that has been blessed by a Good priest. It
is not magical, but it damages undead creatures and evil
outsiders almost as if it were acid. A flask of holy water
can be thrown as a splash weapon. A direct hit by a flask
of holy water deals 2d4 points of damage to an undead creature
or an evil outsider. Each such creature within 5 feet of
the point where the flask hits takes 1 point of damage from
the splash.
Candle
of Continual Flame
A
nondescript 7-inch white candle whose wick has been enchanted
with a Continual Flame spell: A
flame, equivalent in brightness to a torch (bright 20 feet,
shadowy 40 feet). The effect looks like a regular flame,
but it creates no heat and does not use oxygen. A continual
flame can be covered and hidden but not smothered or quenched.
Potion,
Unidentified (red, tastes cool, area #27)
A potion is an
elixir concocted with a spell-like effect that affects only
the drinker.
Wand,
Burning Hands (12 charges, caster level 2)
This
is an ivory wand about 8 inches long that contains the spell
Burning Hands. Each charge expended allows the user to use
the wand's spell one time. A wand that runs out of charges
is just a stick. Wands
use the spell trigger activation method, so casting a spell
from a wand is usually a standard action that doesn't provoke
attacks of opportunity. To activate a wand, a character
must hold it in hand and point it in the general direction
of the target or area. A wand may be used while grappling
or while swallowed whole.
Wand,
Magic Missile (32 charges, caster level 3)
This
is an iron wand about 8 inches long that contains the spell
Magic Missile. Each charge expended allows the user to use
the wand's spell one time. A wand that runs out of charges
is just a stick. Wands
use the spell trigger activation method, so casting a spell
from a wand is usually a standard action that doesn't provoke
attacks of opportunity. To activate a wand, a character
must hold it in hand and point it in the general direction
of the target or area. A wand may be used while grappling
or while swallowed whole.
1
Pearl (100 gpv each)
Special material
component for the Identify spell. Pearls are hard, rounded
secretion formed inside the shell of certain mollusks, used
as a gem. They are usually white, sometimes with a creamy
or pinkish tinge, but may be tinted with yellow, green,
blue, brown, or black.
Scroll,
Alarm, Shield, Reduce and Disguise Self (caster level 1)
A
spell on a scroll can be used only once. The writing vanishes
from the scroll when the spell is activated. A
scroll is a heavy sheet of fine vellum or high-quality paper.
To protect it from wrinkling or tearing, a scroll is rolled
up from both ends to form a double cylinder. (This also
helps the user unroll the scroll quickly.) The scroll is
placed in a tube of ivory, jade, leather, metal, or wood.
To activate a scroll, a spellcaster must read the spell
written on it. The character must be able to see and read
the writing on the scroll. Activating a scroll spell requires
no material components or focus. (The creator of the scroll
provided these when scribing the scroll.) Activating a scroll
spell is subject to disruption just as casting a normally
prepared spell would be. Using a scroll is like casting
a spell for purposes of arcane spell failure chance.